Add interface for C# light class and modified Color to match Unity's interface #185
|
@ -106,6 +106,7 @@ namespace Sandbox
|
|||
SHSystemManager::RegisterRoutine<SHTransformSystem, SHTransformSystem::TransformPostPhysicsUpdate>();
|
||||
SHSystemManager::RegisterRoutine<SHDebugDrawSystem, SHDebugDrawSystem::ProcessPointsRoutine>();
|
||||
|
||||
SHSystemManager::RegisterRoutine<SHScriptEngine, SHScriptEngine::GizmosDrawRoutine>();
|
||||
SHSystemManager::RegisterRoutine<SHGraphicsSystem, SHGraphicsSystem::BatcherDispatcherRoutine>();
|
||||
SHSystemManager::RegisterRoutine<SHGraphicsSystem, SHGraphicsSystem::BeginRoutine>();
|
||||
|
||||
|
|
|
@ -380,6 +380,12 @@ namespace SHADE
|
|||
DEFAULT_CSHARP_NAMESPACE + ".ScriptStore",
|
||||
"ExecuteLateUpdate"
|
||||
);
|
||||
csScriptsExecuteDrawGizmos = dotNet.GetFunctionPtr<CsFuncPtr>
|
||||
(
|
||||
DEFAULT_CSHARP_LIB_NAME,
|
||||
DEFAULT_CSHARP_NAMESPACE + ".ScriptStore",
|
||||
"ExecuteOnDrawGizmos"
|
||||
);
|
||||
csScriptsExecutePhysicsEvents = dotNet.GetFunctionPtr<CsFuncPtr>
|
||||
(
|
||||
DEFAULT_CSHARP_LIB_NAME,
|
||||
|
|
|
@ -55,6 +55,12 @@ namespace SHADE
|
|||
LateUpdateRoutine();
|
||||
void Execute(double dt) noexcept override final;
|
||||
};
|
||||
class SH_API GizmosDrawRoutine final : public SHSystemRoutine
|
||||
{
|
||||
public:
|
||||
GizmosDrawRoutine();
|
||||
void Execute(double dt) noexcept override final;
|
||||
};
|
||||
class SH_API FrameCleanUpRoutine final : public SHSystemRoutine
|
||||
{
|
||||
public:
|
||||
|
@ -250,6 +256,7 @@ namespace SHADE
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|||
CsFuncPtr csScriptsExecuteFixedUpdate = nullptr;
|
||||
CsFuncPtr csScriptsExecuteUpdate = nullptr;
|
||||
CsFuncPtr csScriptsExecuteLateUpdate = nullptr;
|
||||
CsFuncPtr csScriptsExecuteDrawGizmos = nullptr;
|
||||
CsFuncPtr csScriptsExecutePhysicsEvents = nullptr;
|
||||
CsFuncPtr csScriptsFrameCleanUp = nullptr;
|
||||
CsScriptManipFuncPtr csScriptsAdd = nullptr;
|
||||
|
|
|
@ -50,6 +50,17 @@ namespace SHADE
|
|||
reinterpret_cast<SHScriptEngine*>(system)->csScriptsExecuteLateUpdate();
|
||||
}
|
||||
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* System Routine Functions - GizmosDrawRoutine */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
SHScriptEngine::GizmosDrawRoutine::GizmosDrawRoutine()
|
||||
: SHSystemRoutine("Script Engine Gizmos Draw", true)
|
||||
{}
|
||||
void SHScriptEngine::GizmosDrawRoutine::Execute(double dt) noexcept
|
||||
{
|
||||
reinterpret_cast<SHScriptEngine*>(system)->csScriptsExecuteDrawGizmos();
|
||||
}
|
||||
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* System Routine Functions - FrameCleanUpRoutine */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
|
|
@ -0,0 +1,79 @@
|
|||
/************************************************************************************//*!
|
||||
\file Light.cxx
|
||||
\author Tng Kah Wei, kahwei.tng, 390009620
|
||||
\par email: kahwei.tng\@digipen.edu
|
||||
\date Nov 8, 2022
|
||||
\brief Contains the definition of the functions of the managed Light class.
|
||||
|
||||
Note: This file is written in C++17/CLI.
|
||||
|
||||
Copyright (C) 2022 DigiPen Institute of Technology.
|
||||
Reproduction or disclosure of this file or its contents without the prior written consent
|
||||
of DigiPen Institute of Technology is prohibited.
|
||||
*//*************************************************************************************/
|
||||
// Precompiled Headers
|
||||
#include "SHpch.h"
|
||||
// Primary Header
|
||||
#include "Light.hxx"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Constructors */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
Light::Light(Entity entity)
|
||||
: Component(entity)
|
||||
{}
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Properties */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
Vector3 Light::Position::get()
|
||||
{
|
||||
return Convert::ToCLI(GetNativeComponent()->GetPosition());
|
||||
}
|
||||
void Light::Position::set(Vector3 value)
|
||||
{
|
||||
GetNativeComponent()->SetPosition(Convert::ToNative(value));
|
||||
}
|
||||
Light::Type Light::LightType::get()
|
||||
{
|
||||
return static_cast<Type>(GetNativeComponent()->GetType());
|
||||
}
|
||||
void Light::LightType::set(Light::Type value)
|
||||
{
|
||||
GetNativeComponent()->SetType(static_cast<SH_LIGHT_TYPE>(value));
|
||||
}
|
||||
Vector3 Light::Direction::get()
|
||||
{
|
||||
return Convert::ToCLI(GetNativeComponent()->GetDirection());
|
||||
}
|
||||
void Light::Direction::set(Vector3 value)
|
||||
{
|
||||
GetNativeComponent()->SetDirection(Convert::ToNative(value));
|
||||
}
|
||||
Color Light::Color::get()
|
||||
{
|
||||
return Convert::ToCLI(SHColour(GetNativeComponent()->GetColor()));
|
||||
}
|
||||
void Light::Color::set(SHADE::Color value)
|
||||
{
|
||||
GetNativeComponent()->SetColor(Convert::ToNative(value));
|
||||
}
|
||||
System::UInt32 Light::CullingMask::get()
|
||||
{
|
||||
return GetNativeComponent()->GetCullingMask();
|
||||
}
|
||||
void Light::CullingMask::set(System::UInt32 value)
|
||||
{
|
||||
GetNativeComponent()->SetCullingMask(value);
|
||||
}
|
||||
float Light::Strength::get()
|
||||
{
|
||||
return GetNativeComponent()->GetStrength();
|
||||
}
|
||||
void Light::Strength::set(float value)
|
||||
{
|
||||
GetNativeComponent()->SetStrength(value);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,125 @@
|
|||
/************************************************************************************//*!
|
||||
\file Light.hxx
|
||||
\author Tng Kah Wei, kahwei.tng, 390009620
|
||||
\par email: kahwei.tng\@digipen.edu
|
||||
\date Nov 8, 2022
|
||||
\brief Contains the definition of the managed Light class with the declaration
|
||||
of functions for working with it.
|
||||
|
||||
Note: This file is written in C++17/CLI.
|
||||
|
||||
Copyright (C) 2022 DigiPen Institute of Technology.
|
||||
Reproduction or disclosure of this file or its contents without the prior written consent
|
||||
of DigiPen Institute of Technology is prohibited.
|
||||
*//*************************************************************************************/
|
||||
#pragma once
|
||||
|
||||
// Project Includes
|
||||
#include "Components/Component.hxx"
|
||||
#include "Math/Vector3.hxx"
|
||||
// External Dependencies
|
||||
#include "Graphics/MiddleEnd/Lights/SHLightComponent.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
/// <summary>
|
||||
/// CLR version of the SHADE Engine's SHLightComponent.
|
||||
/// </summary>
|
||||
public ref class Light : public Component<SHLightComponent>
|
||||
{
|
||||
internal:
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Constructors */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/// <summary>
|
||||
/// Constructs a Light Component that represents a native Light component tied to
|
||||
/// the specified Entity.
|
||||
/// </summary>
|
||||
/// <param name="entity">Entity that this Component will be tied to.</param>
|
||||
Light(Entity entity);
|
||||
|
||||
public:
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Constants */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/// <summary>
|
||||
/// Supported types of the Light Component.
|
||||
/// </summary>
|
||||
enum class Type
|
||||
{
|
||||
/// <summary>
|
||||
/// Light applied uniformly across the scene at a specified direction.
|
||||
/// </summary>
|
||||
Directional,
|
||||
/// <summary>
|
||||
/// Light that originates from a certain point in all directions.
|
||||
/// Not implemented yet.
|
||||
/// </summary>
|
||||
Point,
|
||||
/// <summary>
|
||||
/// Light that originates from a certain point within a angle.
|
||||
/// Not implemented yet.
|
||||
/// </summary>
|
||||
Spot,
|
||||
/// <summary>
|
||||
/// Light applied to all objects. Has no source point.
|
||||
/// </summary>
|
||||
Ambient
|
||||
};
|
||||
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Properties */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/// <summary>
|
||||
/// Position of the light. Only works for Point Light (unimplemented).
|
||||
/// </summary>
|
||||
[System::ObsoleteAttribute("Not implemented yet.", true)]
|
||||
property Vector3 Position
|
||||
{
|
||||
Vector3 get();
|
||||
void set(Vector3 val);
|
||||
}
|
||||
/// <summary>
|
||||
/// Type of lighting that this Light component will apply onto the scene.
|
||||
/// </summary>
|
||||
property Type LightType
|
||||
{
|
||||
Type get();
|
||||
void set(Type val);
|
||||
}
|
||||
/// <summary>
|
||||
/// Direction of the light. Only applicable for Directional Lights.
|
||||
/// </summary>
|
||||
property Vector3 Direction
|
||||
{
|
||||
Vector3 get();
|
||||
void set(Vector3 val);
|
||||
}
|
||||
/// <summary>
|
||||
/// Colour of the Light.
|
||||
/// </summary>
|
||||
property SHADE::Color Color
|
||||
{
|
||||
SHADE::Color get();
|
||||
void set(SHADE::Color val);
|
||||
}
|
||||
/// <summary>
|
||||
/// Culling mask that is used to control what types of Materials would be
|
||||
/// affected by this Light.
|
||||
/// </summary>
|
||||
property System::UInt32 CullingMask
|
||||
{
|
||||
System::UInt32 get();
|
||||
void set(System::UInt32 val);
|
||||
}
|
||||
/// <summary>
|
||||
/// Intensity of the Light
|
||||
/// </summary>
|
||||
property float Strength
|
||||
{
|
||||
float get();
|
||||
void set(float val);
|
||||
}
|
||||
};
|
||||
}
|
||||
|
|
@ -22,8 +22,8 @@ of DigiPen Institute of Technology is prohibited.
|
|||
// External Dependencies
|
||||
#include "ECS_Base/Managers/SHEntityManager.h"
|
||||
#include "Math/Transform/SHTransformComponent.h"
|
||||
#include "Physics\Components\SHColliderComponent.h"
|
||||
#include "Physics\Components\SHRigidBodyComponent.h"
|
||||
#include "Physics/Components/SHColliderComponent.h"
|
||||
#include "Physics/Components/SHRigidBodyComponent.h"
|
||||
#include "Scene/SHSceneManager.h"
|
||||
#include "Scene/SHSceneGraph.h"
|
||||
#include "Tools/SHLog.h"
|
||||
|
@ -31,10 +31,11 @@ of DigiPen Institute of Technology is prohibited.
|
|||
#include "Utility/Convert.hxx"
|
||||
#include "Utility/Debug.hxx"
|
||||
#include "Components/Transform.hxx"
|
||||
#include "Components\RigidBody.hxx"
|
||||
#include "Components\Collider.hxx"
|
||||
#include "Components/RigidBody.hxx"
|
||||
#include "Components/Collider.hxx"
|
||||
#include "Components/Camera.hxx"
|
||||
#include "Components/CameraArm.hxx"
|
||||
#include "Components/Light.hxx"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
|
@ -252,6 +253,7 @@ namespace SHADE
|
|||
componentMap.Add(createComponentSet<SHRigidBodyComponent, RigidBody>());
|
||||
componentMap.Add(createComponentSet<SHCameraComponent, Camera>());
|
||||
componentMap.Add(createComponentSet<SHCameraArmComponent, CameraArm>());
|
||||
componentMap.Add(createComponentSet<SHLightComponent, Light>());
|
||||
}
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
|
|
@ -25,95 +25,85 @@ namespace SHADE
|
|||
{
|
||||
public:
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Type Definitions */
|
||||
/* Properties */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/// <summary>
|
||||
/// A static class that contains a set of default Colors.
|
||||
/// Pure black.
|
||||
/// </summary>
|
||||
ref class Defaults abstract sealed
|
||||
static property Color Black
|
||||
{
|
||||
public:
|
||||
/*-------------------------------------------------------------------------*/
|
||||
/* Properties */
|
||||
/*-------------------------------------------------------------------------*/
|
||||
/// <summary>
|
||||
/// Pure black.
|
||||
/// </summary>
|
||||
static property Color Black
|
||||
{
|
||||
Color get() { return Color(0.0f, 0.0f, 0.0f); }
|
||||
}
|
||||
/// <summary>
|
||||
/// Light Gray, lighter than gray.
|
||||
/// </summary>
|
||||
static property Color LightGray
|
||||
{
|
||||
Color get() { return Color(0.827451f, 0.827451f, 0.827451f); }
|
||||
}
|
||||
/// <summary>
|
||||
/// Gray, halfway between black and white.
|
||||
/// </summary>
|
||||
static property Color Gray
|
||||
{
|
||||
Color get() { return Color(0.5f, 0.5f, 0.5f); }
|
||||
}
|
||||
/// <summary>
|
||||
/// Dark Gray, darker than gray.
|
||||
/// </summary>
|
||||
static property Color DarkGray
|
||||
{
|
||||
Color get() { return Color(0.622f, 0.622f, 0.622f); }
|
||||
}
|
||||
/// <summary>
|
||||
/// Pure white.
|
||||
/// </summary>
|
||||
static property Color White
|
||||
{
|
||||
Color get() { return Color(1.0f, 1.0f, 1.0f); }
|
||||
}
|
||||
/// <summary>
|
||||
/// Pure red.
|
||||
/// </summary>
|
||||
static property Color Red
|
||||
{
|
||||
Color get() { return Color(1.0f, 0.0f, 0.0f); }
|
||||
}
|
||||
/// <summary>
|
||||
/// Pure green.
|
||||
/// </summary>
|
||||
static property Color Green
|
||||
{
|
||||
Color get() { return Color(0.0f, 1.0f, 0.0f); }
|
||||
}
|
||||
/// <summary>
|
||||
/// Pure blue.
|
||||
/// </summary>
|
||||
static property Color Blue
|
||||
{
|
||||
Color get() { return Color(0.0f, 0.0f, 1.0f); }
|
||||
}
|
||||
/// <summary>
|
||||
/// Pure cyan, mix of pure green and blue.
|
||||
/// </summary>
|
||||
static property Color Cyan
|
||||
{
|
||||
Color get() { return Color(0.0f, 1.0f, 1.0f); }
|
||||
}
|
||||
/// <summary>
|
||||
/// Pure magenta, mix of pure red and blue.
|
||||
/// </summary>
|
||||
static property Color Magenta
|
||||
{
|
||||
Color get() { return Color(1.0f, 0.0f, 1.0f); }
|
||||
}
|
||||
/// <summary>
|
||||
/// Pure yellow, mix of pure red and green.
|
||||
/// </summary>
|
||||
static property Color Yellow
|
||||
{
|
||||
Color get() { return Color(1.0f, 1.0f, 0.0f); }
|
||||
}
|
||||
};
|
||||
Color get() { return Color(0.0f, 0.0f, 0.0f); }
|
||||
}
|
||||
/// <summary>
|
||||
/// Light Gray, lighter than gray.
|
||||
/// </summary>
|
||||
static property Color LightGray
|
||||
{
|
||||
Color get() { return Color(0.827451f, 0.827451f, 0.827451f); }
|
||||
}
|
||||
/// <summary>
|
||||
/// Gray, halfway between black and white.
|
||||
/// </summary>
|
||||
static property Color Gray
|
||||
{
|
||||
Color get() { return Color(0.5f, 0.5f, 0.5f); }
|
||||
}
|
||||
/// <summary>
|
||||
/// Dark Gray, darker than gray.
|
||||
/// </summary>
|
||||
static property Color DarkGray
|
||||
{
|
||||
Color get() { return Color(0.622f, 0.622f, 0.622f); }
|
||||
}
|
||||
/// <summary>
|
||||
/// Pure white.
|
||||
/// </summary>
|
||||
static property Color White
|
||||
{
|
||||
Color get() { return Color(1.0f, 1.0f, 1.0f); }
|
||||
}
|
||||
/// <summary>
|
||||
/// Pure red.
|
||||
/// </summary>
|
||||
static property Color Red
|
||||
{
|
||||
Color get() { return Color(1.0f, 0.0f, 0.0f); }
|
||||
}
|
||||
/// <summary>
|
||||
/// Pure green.
|
||||
/// </summary>
|
||||
static property Color Green
|
||||
{
|
||||
Color get() { return Color(0.0f, 1.0f, 0.0f); }
|
||||
}
|
||||
/// <summary>
|
||||
/// Pure blue.
|
||||
/// </summary>
|
||||
static property Color Blue
|
||||
{
|
||||
Color get() { return Color(0.0f, 0.0f, 1.0f); }
|
||||
}
|
||||
/// <summary>
|
||||
/// Pure cyan, mix of pure green and blue.
|
||||
/// </summary>
|
||||
static property Color Cyan
|
||||
{
|
||||
Color get() { return Color(0.0f, 1.0f, 1.0f); }
|
||||
}
|
||||
/// <summary>
|
||||
/// Pure magenta, mix of pure red and blue.
|
||||
/// </summary>
|
||||
static property Color Magenta
|
||||
{
|
||||
Color get() { return Color(1.0f, 0.0f, 1.0f); }
|
||||
}
|
||||
/// <summary>
|
||||
/// Pure yellow, mix of pure red and green.
|
||||
/// </summary>
|
||||
static property Color Yellow
|
||||
{
|
||||
Color get() { return Color(1.0f, 1.0f, 0.0f); }
|
||||
}
|
||||
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Constructors */
|
||||
|
|
|
@ -140,6 +140,13 @@ namespace SHADE
|
|||
lateUpdate();
|
||||
SAFE_NATIVE_CALL_END(this)
|
||||
}
|
||||
void Script::OnDrawGizmos()
|
||||
{
|
||||
SAFE_NATIVE_CALL_BEGIN
|
||||
OnGizmosDrawOverriden = true;
|
||||
onDrawGizmos();
|
||||
SAFE_NATIVE_CALL_END(this)
|
||||
}
|
||||
void Script::OnDestroy()
|
||||
{
|
||||
SAFE_NATIVE_CALL_BEGIN
|
||||
|
@ -194,6 +201,7 @@ namespace SHADE
|
|||
/*---------------------------------------------------------------------------------*/
|
||||
Script::Script(GameObject gameObj)
|
||||
: owner { gameObj }
|
||||
, OnGizmosDrawOverriden { false }
|
||||
{}
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
@ -210,6 +218,10 @@ namespace SHADE
|
|||
void Script::fixedUpdate() {}
|
||||
void Script::update() {}
|
||||
void Script::lateUpdate() {}
|
||||
void Script::onDrawGizmos()
|
||||
{
|
||||
OnGizmosDrawOverriden = false;
|
||||
}
|
||||
void Script::onDestroy() {}
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
|
|
@ -164,6 +164,14 @@ namespace SHADE
|
|||
static operator bool(Script^ s);
|
||||
|
||||
internal:
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Properties */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/// <summary>
|
||||
/// If true, the OnGizmosDraw function was overridden.
|
||||
/// </summary>
|
||||
bool OnGizmosDrawOverriden;
|
||||
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* "All-Time" Lifecycle Functions */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
|
@ -208,6 +216,11 @@ namespace SHADE
|
|||
/// </summary>
|
||||
void LateUpdate();
|
||||
/// <summary>
|
||||
/// Used to call onDrawGizmos(). This should be called just before rendering
|
||||
/// the scene. This will only be called when working in the editor.
|
||||
/// </summary>
|
||||
void OnDrawGizmos();
|
||||
/// <summary>
|
||||
/// Used to call onDestroy(). This should be called at the end of the frame
|
||||
/// where the attached GameObject or this script is destroyed directly or
|
||||
/// indirectly due to destruction of the owner.
|
||||
|
@ -308,6 +321,10 @@ namespace SHADE
|
|||
/// </summary>
|
||||
virtual void lateUpdate();
|
||||
/// <summary>
|
||||
/// Called every frame just before rendering but only if working in the editor.
|
||||
/// </summary>
|
||||
virtual void onDrawGizmos();
|
||||
/// <summary>
|
||||
/// Called just before the end of the frame where the attached GameObject or
|
||||
/// this script is destroyed directly or indirectly due to destruction of the
|
||||
/// owner.
|
||||
|
|
|
@ -478,6 +478,24 @@ namespace SHADE
|
|||
SAFE_NATIVE_CALL_END_N("SHADE_Managed.ScriptStore")
|
||||
}
|
||||
|
||||
void ScriptStore::ExecuteOnDrawGizmos()
|
||||
{
|
||||
SAFE_NATIVE_CALL_BEGIN
|
||||
for each (System::Collections::Generic::KeyValuePair<Entity, ScriptList^> entity in scripts)
|
||||
{
|
||||
// Check active state
|
||||
if (!isEntityActive(entity.Key))
|
||||
continue;
|
||||
|
||||
// Update each script
|
||||
for each (Script^ script in entity.Value)
|
||||
{
|
||||
script->OnDrawGizmos();
|
||||
}
|
||||
}
|
||||
SAFE_NATIVE_CALL_END_N("SHADE_Managed.ScriptStore")
|
||||
}
|
||||
|
||||
void ScriptStore::ExecuteCollisionFunctions()
|
||||
{
|
||||
SAFE_NATIVE_CALL_BEGIN
|
||||
|
|
|
@ -234,6 +234,10 @@ namespace SHADE
|
|||
/// </summary>
|
||||
static void ExecuteLateUpdate();
|
||||
/// <summary>
|
||||
/// Executes OnDrawGizmos() for all scripts.
|
||||
/// </summary>
|
||||
static void ExecuteOnDrawGizmos();
|
||||
/// <summary>
|
||||
/// Executes OnCollision*() and OnTrigger*() for all scripts.
|
||||
/// </summary>
|
||||
static void ExecuteCollisionFunctions();
|
||||
|
|
|
@ -72,6 +72,16 @@ namespace SHADE
|
|||
return Ray(ToCLI(vec.position), ToCLI(vec.direction));
|
||||
}
|
||||
|
||||
SHColour Convert::ToNative(Color col)
|
||||
{
|
||||
return SHColour(col.r, col.g, col.b, col.a);
|
||||
}
|
||||
|
||||
Color Convert::ToCLI(const SHColour& vec)
|
||||
{
|
||||
return Color(vec.x, vec.y, vec.z, vec.w);
|
||||
}
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* String Conversions */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
|
|
@ -29,6 +29,8 @@ of DigiPen Institute of Technology is prohibited.
|
|||
#include "Math/Quaternion.hxx"
|
||||
#include "Math/Ray.hxx"
|
||||
#include "Engine/GenericHandle.hxx"
|
||||
#include "Math/SHColour.h"
|
||||
#include "Graphics/Color.hxx"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
|
@ -104,6 +106,17 @@ namespace SHADE
|
|||
/// <param name="vec">The native Vector2 to convert from.</param>
|
||||
/// <returns>Managed copy of a native Vector2.</returns>
|
||||
static Ray ToCLI(const SHRay& vec);
|
||||
/// Converts from a managed Color to a native Colour.
|
||||
/// </summary>
|
||||
/// <param name="vec">The managed Color to convert from.</param>
|
||||
/// <returns>Native copy of a managed Color.</returns>
|
||||
static SHColour ToNative(Color col);
|
||||
/// <summary>
|
||||
/// Converts from a native Colour to a managed Color.
|
||||
/// </summary>
|
||||
/// <param name="vec">The native Colour to convert from.</param>
|
||||
/// <returns>Managed copy of a native Colour.</returns>
|
||||
static Color ToCLI(const SHColour& vec);
|
||||
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* String Conversions */
|
||||
|
|
Loading…
Reference in New Issue